[@Peaceless], [@Genbor] is correct in that you don't have to roll for every little action.. Once per fight, or whatever is fine to determine the path or overall outcome of the situation. However, whenever firing a firearm you should roll with the modifier for each shot fired. It isn't really about your ability to hit the mark, it is more about the current performance of firearms at this particular moment in time. I may in the future (somewhat of a spoiler) present a vendor or market in which certain firearms of a higher make and quality will become available. However, firearms should be generally thought to be sketchy contraptions for the most part, and are simply at a fledgling status in their existence as it currently stands. Definitely more about the quality and capabilities of the equipment, and not the player. But [@Genbor] is correct in the statement that you don't have to roll for every single blow in a fight or whatever, just when using a skillset or firearm. When attacking or in when you are in a fight, one d10 roll should be sufficient enough to cover the entire confrontation. The lower the roll the poorer the performance, leaving it up to you on how you want to convey your level of success in your post, if that makes sense? Also keep in mind that these thieves are for the most part underachieving individuals, at least to some degree. For this reason, some mishaps should be expected. Unlikely heroes to say the least. [@Genbor] Qouting: 'Depending on the roll, you can continue on as intended, or write around it, like due to some circumstance, your aim was off and you hit a shoulder instead of where you've been aiming. Or the gun misfires completely.' This is exactly what the roll is intended for, and is the main reasoning behind all of these roll guidelines. Mostly to ensure that there is a bit of spontaneity and uncertainty of some of the situations and outcomes in our posts, making sure that we adhere more to our characters and their abilities, rather than our story mode fingers and brains.. Spot on.. Very well said. As an example, say you get into a firefight or a confrontation of some sort. You roll a 7 out of ten (Fairly good roll, better than average) so the outcome will be a win.. But say you fire two shots from your flintlock, one is good but the second ends in a catastrophic malfunction rendering your firearm useless for the rest of the battle, causing you to have to rethink how you win the fight.. Even if you were to get a poor roll of say 3 or 4, it doesn't necessarily mean that you lose, it just means that your performance isn't going to be very pretty, and may result in an injury, or some other cost or setback.. All of that is up to each player to sort out, the rolls are there just to keep our writings as malleable and genuinely surprising (even to the author) as possible.